Hi all, looking for help with my National Dex team I came up with. Not really looking to ladder with this one (I know the core probably isn't that viable for the higher ratings), but just want to make sure I can have the most possible fun with it, as I've had a lot of fun sweeping using it and I have a feeling it could be made more efficient.
The stars of the show are Volbeat & Illumise, both suicide pranksters with Infestation and Encore. Both are sash'd, ensuring they stay in play for at least 2 turns. The basic core goes like this:
Volbeat @ Focus Sash
Ability: Prankster
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Infestation
- Encore
- Defog
- Thunder Wave
Illumise @ Focus Sash
Ability: Prankster
Shiny: Yes
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Infestation
- Defog
- Thunder Wave
- Encore
Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 132 Atk / 124 SpA / 252 Spe
Naive Nature
- Clanging Scales (Z-Move: Clangorous Soulblaze)
- Flamethrower
- Drain Punch
- Poison Jab
Cloyster @ Focus Sash
Ability: Skill Link
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Shell Smash
- Icicle Spear
- Rock Blast
- Ice Shard
Bisharp @ Black Glasses
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Magearna @ Choice Scarf
Ability: Soul-Heart
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psybeam
- Volt Switch
- Flash Cannon
- Dazzling Gleam
NOTES:
* Sometimes Volbeat will survive the first round of Infestation / Encoring. In which case, I'll switch back into Volbeat when I see fit and rinse and repeat. This allows me to keep using the strategy multiple (3+ times), as I still have Illumise left over to deploy the strategy AGAIN.
* Usually, Volbeat will faint after being hit twice on its first round out. In this scenario, I'll space my Bug-types out, going for Volbeat + 2 sweepers (usually Kommo-o and Cloyster), followed by Illumise + 2 sweepers (usually Bisharp and Magearna), though these can always be mixed and matched.
* Sometimes the opponent will lead with a boosting move or Stealth Rock, in which case I can simply keep Infesting and Encoring. Since Infestation always chips away at HP, and Encore is Prankster, I can simply re-Infest when their Infestation ends, and re-Encore their non-damaging move when their Encore ends. Due to the ordering of Infestation+Encore on SEPARATE turns, Infestation and Encore will always end for the opponent at different times, ensuring that they can never switch OR use a different move. Even better, Volbeat can use Thunder Wave, Infestation and Defog on free turns when this happens. This strategy is so much fun, because it lets a little bug like Volbeat KO brutes like Corviknight, Volcarona, Mega Steelix, etc., while the opponent can literally do nothing. It's spammy, but it works.
COMMON CHECKS:
* Dark types. Since they're immune to Prankster moves, Volbeat / Illumise can't Encore them. I usually just have to watch out for Dark-type leads and, if I think I see one coming, I'll lead with Kommo-o (though this rarely happens)
* Fairy types, especially the Tapus. Immune to Clangorous Soulblaze, and Tapu Fini can tank Kommo-o's Poison Jab. Not so much a problem if it's Clefable, but I still have to watch out for them. My best bet against this is Iron Head Bisharp or Skill Link Cloyster.
* Toxapex. Often just Hazes my boosts, and spams Recover. I've adapted my team A LOT to Toxapex, but it's still a nuisance.
* Volt Switchers like Magnezone or Tapu Koko. They can break free of Infestation and break the Infestation-Encore rhythm. Sure, I'll Infest the next pokemon that switches in, but it won't have been able to use a move yet that I can Encore. My only option in these cases is to chance a Thunder Wave and hope the next pokemon doesn't hit Volbeat hard enough to faint it.
* Choice Scarfers with naturally high speed anyway, like Greninja or Kartana. They often outspeed even my boosted Pokemon.
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Thanks! Looking forward to hearing y'alls feedback, if any.
The stars of the show are Volbeat & Illumise, both suicide pranksters with Infestation and Encore. Both are sash'd, ensuring they stay in play for at least 2 turns. The basic core goes like this:
Volbeat @ Focus Sash
Ability: Prankster
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Infestation
- Encore
- Defog
- Thunder Wave
Pretty much always lead with Volbeat. Use Infestation first turn out. Doesn't matter if Volbeat takes a hit, as it has max Def and SpD EVs (distributed to take lots of hits) and is sashed. The opponent now can't switch unless they choose to U-Turn or Volt Switch first turn out. Take a hit. Then on the second turn, use prankster Encore. Prankster ensures this will always move first. The opponent now cannot switch, and can only use the last selected move.
Whether or not Volbeat faints, switch into a pokemon that is immune to / resists the last move. For some reason this is often a fire type move (presumably attempting to get rid of Volbeat), so I usually switch into Kommo-o. On switch-in, the opponent's Infestation will disappear (it's only there to trap them for the first-second turns), but their Encore will remain.
You now have a free turn to use a boosting move with your second mon, because the opponent was trapped and could only use their last selected move. With your next pokemon (Cloyster, Kommo-o or Bisharp) use an Atk, SpA and Speed boosting move.
- For Kommo-o, Clangorous Soulblaze.
- For Cloyster, Shell Smash.
- For Bisharp, Swords Dance (it doesn't raise speed, but Bisharp can now spam Sucker Punch)
Try to sweep and cripple as much as possible, utilising coverage. If the first sweeper faints, switch back into Volbeat (if it survived). If Volbeat didn't survive, switch into Illumise (exact same moveset, EVs). Rinse and repeat.
Thunder Wave largely exists for crippling and speed-cutting when I know I can't immediately Infest / Encore. For example, sometimes the opponent will obviously switch or U-Turn immediately (i.e. Drizzle Pelipper), so that's a great opportunity to use Thunder Wave and cripple opponents. Or if Volbeat survives the first time round, I can quickly suicide switch against a fast pokemon once again (e.g. Scarf Dracovish) and cut its speed before Volbeat faints from their incoming attack.
Defog exists to remove hazards (usually Stealth Rock) on free turns. Just be sure not to Defog when the opponent's Stealth Rock is Encored!
Whether or not Volbeat faints, switch into a pokemon that is immune to / resists the last move. For some reason this is often a fire type move (presumably attempting to get rid of Volbeat), so I usually switch into Kommo-o. On switch-in, the opponent's Infestation will disappear (it's only there to trap them for the first-second turns), but their Encore will remain.
You now have a free turn to use a boosting move with your second mon, because the opponent was trapped and could only use their last selected move. With your next pokemon (Cloyster, Kommo-o or Bisharp) use an Atk, SpA and Speed boosting move.
- For Kommo-o, Clangorous Soulblaze.
- For Cloyster, Shell Smash.
- For Bisharp, Swords Dance (it doesn't raise speed, but Bisharp can now spam Sucker Punch)
Try to sweep and cripple as much as possible, utilising coverage. If the first sweeper faints, switch back into Volbeat (if it survived). If Volbeat didn't survive, switch into Illumise (exact same moveset, EVs). Rinse and repeat.
Thunder Wave largely exists for crippling and speed-cutting when I know I can't immediately Infest / Encore. For example, sometimes the opponent will obviously switch or U-Turn immediately (i.e. Drizzle Pelipper), so that's a great opportunity to use Thunder Wave and cripple opponents. Or if Volbeat survives the first time round, I can quickly suicide switch against a fast pokemon once again (e.g. Scarf Dracovish) and cut its speed before Volbeat faints from their incoming attack.
Defog exists to remove hazards (usually Stealth Rock) on free turns. Just be sure not to Defog when the opponent's Stealth Rock is Encored!
Illumise @ Focus Sash
Ability: Prankster
Shiny: Yes
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Infestation
- Defog
- Thunder Wave
- Encore
Carbon copy of Volbeat. Technically a different Pokemon, but really just an excuse to use the same core strategy at least twice per game.
I'll always lead with Volbeat, but Illumise is a great switch-in against Amoonguss, taking advantage of the Sleep Clause after it uses Spore, for example.
I'll always lead with Volbeat, but Illumise is a great switch-in against Amoonguss, taking advantage of the Sleep Clause after it uses Spore, for example.
Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 132 Atk / 124 SpA / 252 Spe
Naive Nature
- Clanging Scales (Z-Move: Clangorous Soulblaze)
- Flamethrower
- Drain Punch
- Poison Jab
My go-to all-rounder sweeper, usually the first switch-in after the first Infestation / Encore combo. On my free turn, I nearly always go for Clangorous Soulblaze, which does massive damage and raises all of Kommo-o's stats by 1.5x (though the important ones here are Speed, Atk and SpA). This allows Kommo-o to outspeed most opponents.
Then I choose from the other 4 moves. Clanging Scales has great STAB and pretty much OHKO's all Dragon types, and even does decent damage to Toxapex. Flamethrower is unexpected Fire-type coverage, hitting otherwise really annoying Steel walls like Corviknight and Ferrothorn. Drain Punch is STAB, and allows Kommo-o to recoup health and stay in the game for longer. Finally, Poison Jab hits Fairies, and has a good chance of poisoning.
If the other team has a Fairy-type, I will make an exception to the rule of using Clangorous Soulblaze first turn out, as I will asume the opponent will want to immediately switch their Fairy into CS and immunise my Dragon-type Z-Move (not good). I'd say most opponents do this a good 75% of the time, so instead, I'll predict the switch and hit Poison Jab. Kommo-o's 295 Speed usually lets it outspeed and 2HKO most Fairies (e.g. Clefable) without worry. The only exception to this is if the Fairy is a Tapu, in which case I won't use Kommo-o for the first boost-n'-switch (the Tapus are too powerful to be 2HKO'd by Poison Jab).
Kommo-o's ability Bulletproof also lets me freely switch into Cinderace / Pyro Ball leads, which opponents will be especially tempted to use against Volbeat. Always good to memorise which moves are 'bullet-like' for this sort of thing.
Then I choose from the other 4 moves. Clanging Scales has great STAB and pretty much OHKO's all Dragon types, and even does decent damage to Toxapex. Flamethrower is unexpected Fire-type coverage, hitting otherwise really annoying Steel walls like Corviknight and Ferrothorn. Drain Punch is STAB, and allows Kommo-o to recoup health and stay in the game for longer. Finally, Poison Jab hits Fairies, and has a good chance of poisoning.
If the other team has a Fairy-type, I will make an exception to the rule of using Clangorous Soulblaze first turn out, as I will asume the opponent will want to immediately switch their Fairy into CS and immunise my Dragon-type Z-Move (not good). I'd say most opponents do this a good 75% of the time, so instead, I'll predict the switch and hit Poison Jab. Kommo-o's 295 Speed usually lets it outspeed and 2HKO most Fairies (e.g. Clefable) without worry. The only exception to this is if the Fairy is a Tapu, in which case I won't use Kommo-o for the first boost-n'-switch (the Tapus are too powerful to be 2HKO'd by Poison Jab).
Kommo-o's ability Bulletproof also lets me freely switch into Cinderace / Pyro Ball leads, which opponents will be especially tempted to use against Volbeat. Always good to memorise which moves are 'bullet-like' for this sort of thing.
Cloyster @ Focus Sash
Ability: Skill Link
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Shell Smash
- Icicle Spear
- Rock Blast
- Ice Shard
Standard Skill Link sweeper. Usually switched in after Kommo-o faints (if I'm confident that the opposing Pokemon has no priority moves). Or can be switched in straight after Volbeat as standard, for a free Shell Smash boost.
On Cloyster's first turn out, I'll usually Smash that mf Shell. Doesn't matter if Cloyster takes a hit, as it's sashed. After this, as long as the opponent doesn't have any priority moves and doesn't outspeed Cloyster's 2x speed from Shell Smash (524 if I remember correctly), they're getting Icicle Speared or Rock Blasted to smithereens.
Ice Shard is there for when I know the opponent DOES have a priority move and I want to quickly get rid of the them, or cause at least a bit more damage before Cloyster faints. This is great against Grassy Slide Rillabloom or Sucker Punchers, for example.
Cloyster is often a late-stage switch in, as Steel-types usually get in its way.
On Cloyster's first turn out, I'll usually Smash that mf Shell. Doesn't matter if Cloyster takes a hit, as it's sashed. After this, as long as the opponent doesn't have any priority moves and doesn't outspeed Cloyster's 2x speed from Shell Smash (524 if I remember correctly), they're getting Icicle Speared or Rock Blasted to smithereens.
Ice Shard is there for when I know the opponent DOES have a priority move and I want to quickly get rid of the them, or cause at least a bit more damage before Cloyster faints. This is great against Grassy Slide Rillabloom or Sucker Punchers, for example.
Cloyster is often a late-stage switch in, as Steel-types usually get in its way.
Bisharp @ Black Glasses
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Swords Dance + Sucker Punch combo. I'll switch in after Volbeat, especially against those who lead with Toxic or other moves Bisharp resists or is immune to (Bisharp has a lot of immunities!).
Swords Dance will usually be my first move. Then I'll call bluffs with Sucker Punch, or, if I outspeed the next opponent, go straight for Knock Off. Knock Off is good against Toxapex, because it usually cuts its health at least in half while getting rid of its Black Sludge.
Iron Head is there for coverage, and lets me hit Fairies.
I have the most fun with Bisharp when the opponent leads with Sticky Web Galvantula. I'll use Volbeat to Infest + Encore Galvantula's Sticky Web, and then switch straight into Bisharp after that. Bisharp's ability Defiant kicks on contact with Sticky Web, resulting in an Attack boost. Then, because Galvantula is still Encored and was trapped last turn, I'll have ANOTHER free attack boost from Swords Dance during the free turn. Then Sucker Punch can pretty much destroy everything. This strategy also works against opponents running Intimidate, etc.
Swords Dance will usually be my first move. Then I'll call bluffs with Sucker Punch, or, if I outspeed the next opponent, go straight for Knock Off. Knock Off is good against Toxapex, because it usually cuts its health at least in half while getting rid of its Black Sludge.
Iron Head is there for coverage, and lets me hit Fairies.
I have the most fun with Bisharp when the opponent leads with Sticky Web Galvantula. I'll use Volbeat to Infest + Encore Galvantula's Sticky Web, and then switch straight into Bisharp after that. Bisharp's ability Defiant kicks on contact with Sticky Web, resulting in an Attack boost. Then, because Galvantula is still Encored and was trapped last turn, I'll have ANOTHER free attack boost from Swords Dance during the free turn. Then Sucker Punch can pretty much destroy everything. This strategy also works against opponents running Intimidate, etc.
Magearna @ Choice Scarf
Ability: Soul-Heart
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psybeam
- Volt Switch
- Flash Cannon
- Dazzling Gleam
A mix between a utility mon and a late-stage Special sweeper. I pretty much always use Magearna as a last-resort sweeper, unless (rarely) I can switch it in to nerf a Poison- or Dragon-type move and Volt Switch out of there again.
Choice Scarf gives Magearna 376 Speed, giving it natural high speed without the need for Agility boosting. This comes at a cost of having to choose a move, but hopefully, the opponent's team will have been severely weakened / crippled by this time, allowing a single move + Soul-Heart to set up an increasingly offensive sweep.
All moves are there for coverage, and are chosen based on the remaining Pokemon the opponent has left. Psybeam and Volt Switch are there for Toxapex, but are each chosen depending on what other pokemon the opponent has. Flash Cannon and Dazzling Gleam are STAB moves.
Magearna often saves the day. Sometimes all my other pokemon will have fainted, but the opponent has about 3 or 4 of theirs left, but they're lacking in HP or paralysis crippled. Magearna can finish them off, all the while increasing its SpA stat with each KO. This turns the tables and often bags a forfeit.
Choice Scarf gives Magearna 376 Speed, giving it natural high speed without the need for Agility boosting. This comes at a cost of having to choose a move, but hopefully, the opponent's team will have been severely weakened / crippled by this time, allowing a single move + Soul-Heart to set up an increasingly offensive sweep.
All moves are there for coverage, and are chosen based on the remaining Pokemon the opponent has left. Psybeam and Volt Switch are there for Toxapex, but are each chosen depending on what other pokemon the opponent has. Flash Cannon and Dazzling Gleam are STAB moves.
Magearna often saves the day. Sometimes all my other pokemon will have fainted, but the opponent has about 3 or 4 of theirs left, but they're lacking in HP or paralysis crippled. Magearna can finish them off, all the while increasing its SpA stat with each KO. This turns the tables and often bags a forfeit.
NOTES:
* Sometimes Volbeat will survive the first round of Infestation / Encoring. In which case, I'll switch back into Volbeat when I see fit and rinse and repeat. This allows me to keep using the strategy multiple (3+ times), as I still have Illumise left over to deploy the strategy AGAIN.
* Usually, Volbeat will faint after being hit twice on its first round out. In this scenario, I'll space my Bug-types out, going for Volbeat + 2 sweepers (usually Kommo-o and Cloyster), followed by Illumise + 2 sweepers (usually Bisharp and Magearna), though these can always be mixed and matched.
* Sometimes the opponent will lead with a boosting move or Stealth Rock, in which case I can simply keep Infesting and Encoring. Since Infestation always chips away at HP, and Encore is Prankster, I can simply re-Infest when their Infestation ends, and re-Encore their non-damaging move when their Encore ends. Due to the ordering of Infestation+Encore on SEPARATE turns, Infestation and Encore will always end for the opponent at different times, ensuring that they can never switch OR use a different move. Even better, Volbeat can use Thunder Wave, Infestation and Defog on free turns when this happens. This strategy is so much fun, because it lets a little bug like Volbeat KO brutes like Corviknight, Volcarona, Mega Steelix, etc., while the opponent can literally do nothing. It's spammy, but it works.
COMMON CHECKS:
* Dark types. Since they're immune to Prankster moves, Volbeat / Illumise can't Encore them. I usually just have to watch out for Dark-type leads and, if I think I see one coming, I'll lead with Kommo-o (though this rarely happens)
* Fairy types, especially the Tapus. Immune to Clangorous Soulblaze, and Tapu Fini can tank Kommo-o's Poison Jab. Not so much a problem if it's Clefable, but I still have to watch out for them. My best bet against this is Iron Head Bisharp or Skill Link Cloyster.
* Toxapex. Often just Hazes my boosts, and spams Recover. I've adapted my team A LOT to Toxapex, but it's still a nuisance.
* Volt Switchers like Magnezone or Tapu Koko. They can break free of Infestation and break the Infestation-Encore rhythm. Sure, I'll Infest the next pokemon that switches in, but it won't have been able to use a move yet that I can Encore. My only option in these cases is to chance a Thunder Wave and hope the next pokemon doesn't hit Volbeat hard enough to faint it.
* Choice Scarfers with naturally high speed anyway, like Greninja or Kartana. They often outspeed even my boosted Pokemon.
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Thanks! Looking forward to hearing y'alls feedback, if any.